First off, I doubt True Lore would count in for the doubling (I certainly wouldn't allow it to), there's no precedent for True Strike and similar abilities to actually allow secondary effects like that (not to mention that allowing anything other than True Strike is technically a House Rule, albeit a balanced one, IMO).
This would leave the max Item Strength at 8 (though it would add to, well, Item Strength). Second, with a Refinement in it, Thaumaturgy should have one more Specialty (likely in Crafting Strength). And third, with a +4 Crafting Focus you should get 4 Items, not 8 (6 if you added 2 with that original Refinement).
The first two together would give a base Strength of 7 and a lot more Item Slots, though.
Offensively, she's Weapon 10 at attack +5, or weapon 5 attack +9 if she uses her telekinesis to throw cars on people.
Uh...no. Just no. Might
cannot be used as an attack skill outside a Grapple (which would go at skill 9 with an appropriate Aspect...and inflict 1 Stress a turn), Weaponry is the skill for throwing cars. Also, precious few GMs will allow Lore as an attack skill on Enchanted Items...which drops her attack skill to 3. Her Defense remains mighty, though.
Defensively, she can go invisible to foil someone's attack, or teleport 8 zones to avoid the attack and get a head start at running or flat out block it with block 10 or, if it is another wizard's spell, counter it.
Uh...an Athletics 8 effect has to be a Maneuver, and is thus not 'defensive' so it's your action for the turn. Ditto the Counterspell (which are literally described as "an attack on the spell"). All the Items do work, though.
Also note that she can use stress to generate extra uses for her rings; she's at least as durable as a straight evoker.
Finally, her rings are under a thaumaturgical veil so most people won't notice how she is doing what she's doing.
Both true. Not necessarily relevant, but true.
Do note that this character is also broken. She can take on Harry Dresden in his Submerged stats and win in a straight fight.
This character breaks the rules to be broken.
And Harry as written for Submerged is NOT an optimized character, most optimized characters will beat him. Added to which, I'm not sure this character could once appropriate changes are made to account for the rules you violated.
None of which is to say that a Crafting character can't be ridiculous, but the best they can manage at Feet In The Water is Weapon: 8 attacks at 5 shifts of effect, which isn't even as good an offense as the Mythic Strength guy I mentioned above, is entirely Item dependent, and has limited uses. Such a character does a lot better on Defense (an 8 shift Block is pretty much invulnerable without the use of Fate Points at that level), but it's not flat-out broken or anything.
And I can build a nastier version of the gator, if people really want:
Beast Change -1
Feeding Dependency (meat) +1 affecting:
Inhuman Srength -2
Human Form +1 Involuntary Change: Rage +1 affecting the following
Claws -1
Supernatural Strength -2 (from Inhuman)
Golden Torc +2 granting
True Strike (with claws and teeth and gator stuff) -1
Inhuman Speed -2
Supernatural Toughness -4
The Catch: Silver +3
And that's a better match for the kind of optimized magic users we're talking about here, with a Weapon: 6 attack at Superb, Superb Defenses, 8 Stress boxes and Armor: 2, and Fantastic Initiative to get the drop on spellcasters.
The best a spellcaster can do is likely the Craftsman I talk about above, though an Evocation guy with an Item of Power can likely get a 6 shift defensive Item and a 9 shift attack at Weapon: 5, or even an 8 shift defensive Item if they go a slightly alternate route...but that last one is getting into the heavy optimization there.